#include "UITooltip.h" #include "UIContext.h" #include "UIWidget.h" #include "../Rendering/UIRenderer.h" #include #include namespace grove { void UITooltipManager::update(UIWidget* hoveredWidget, const UIContext& ctx, float deltaTime) { // No widget hovered - reset if (!hoveredWidget) { reset(); return; } // Get tooltip text from widget std::string tooltipText = hoveredWidget->tooltip; // Check if widget ID changed or tooltip text changed if (hoveredWidget->id != m_currentWidgetId) { reset(); m_currentWidgetId = hoveredWidget->id; } // If we have tooltip text, accumulate hover time if (!tooltipText.empty()) { m_hoverTime += deltaTime; // Show tooltip after delay if (m_hoverTime >= hoverDelay && !m_visible) { m_visible = true; m_currentText = tooltipText; computeTooltipSize(tooltipText); } } // Update tooltip position if visible if (m_visible) { computeTooltipPosition(ctx.mouseX, ctx.mouseY, ctx.screenWidth, ctx.screenHeight); } } void UITooltipManager::render(UIRenderer& renderer, float screenWidth, float screenHeight) { if (!m_visible || m_currentText.empty()) { return; } // Render background renderer.drawRect(m_tooltipX, m_tooltipY, m_tooltipWidth, m_tooltipHeight, bgColor); // Render border if (borderWidth > 0.0f) { // Top renderer.drawRect(m_tooltipX, m_tooltipY, m_tooltipWidth, borderWidth, borderColor); // Bottom renderer.drawRect(m_tooltipX, m_tooltipY + m_tooltipHeight - borderWidth, m_tooltipWidth, borderWidth, borderColor); // Left renderer.drawRect(m_tooltipX, m_tooltipY, borderWidth, m_tooltipHeight, borderColor); // Right renderer.drawRect(m_tooltipX + m_tooltipWidth - borderWidth, m_tooltipY, borderWidth, m_tooltipHeight, borderColor); } // Render text (centered in tooltip box) float textX = m_tooltipX + padding; float textY = m_tooltipY + padding; renderer.drawText(textX, textY, m_currentText, fontSize, textColor); } void UITooltipManager::reset() { m_visible = false; m_hoverTime = 0.0f; m_currentWidgetId.clear(); m_currentText.clear(); } void UITooltipManager::computeTooltipSize(const std::string& text) { // Approximate text width (rough estimate) // In a real implementation, we'd measure text properly const float CHAR_WIDTH = 8.0f; // Approximate character width float textWidth = text.length() * CHAR_WIDTH; // Clamp to max width textWidth = std::min(textWidth, maxWidth - 2.0f * padding); // Compute tooltip size with padding m_tooltipWidth = textWidth + 2.0f * padding; m_tooltipHeight = fontSize + 2.0f * padding; } void UITooltipManager::computeTooltipPosition(float cursorX, float cursorY, float screenWidth, float screenHeight) { // Start with cursor offset float x = cursorX + offsetX; float y = cursorY + offsetY; // Prevent tooltip from going off right edge if (x + m_tooltipWidth > screenWidth) { x = cursorX - m_tooltipWidth - offsetX; } // Prevent tooltip from going off bottom edge if (y + m_tooltipHeight > screenHeight) { y = cursorY - m_tooltipHeight - offsetY; } // Clamp to screen bounds x = std::max(0.0f, std::min(x, screenWidth - m_tooltipWidth)); y = std::max(0.0f, std::min(y, screenHeight - m_tooltipHeight)); m_tooltipX = x; m_tooltipY = y; } } // namespace grove